Category: Project 2
After the test was completed, it was found that there was a problem with the character’s hand animation. The solution was found because the bone tree of metahuman had one more joint on the finger than the bone tree of ue Xiaobai. can successfully solve the problem
Afterwards, the same as the previous test animation, import the characters into the prepared map, add accessories to the character blueprint, add slots to the bones and bind the parent and child sets, use the fk that comes with meta human to bind the k animation, adjust, add the camera, and set Level Sequence, export animation
In addition, if the scene map is too large, elements in the scene can be merged to
make loading and rendering faster





Make props, textures, import ue, and add characters to the blueprint
First of all, I tried to directly import the complete fbx model into ue, and found that the material was lost, and it was a white model. The solution is to import the relevant texture maps of the model into ue separately, create new materials in ue, and connect them as shown in the picture. Finally succeeded.
Add props to the character, the idea is to add the props to the character blueprint, select the appropriate bones, and bind the props and bones into a parent-child set











animation text



finger fixing









Week 06: Scene Built





For the exercises of movements and expressions, metahuman was chosen, and metahuman was
added to the scene. Because only movements are used, the scene construction is as simple as
possible, only planes and lights are built.
Add a level sequence, add a camera, and start animating. Use the ikbinding that comes with
meta human to make the action, and the performance is a thank you action.
Then add the character’s expression, use the actions that come with metahuman for reference,
import the level sequence and change it with the face controller





Animating MetaHumans with Control Rig in UE
Create an animation representing a gesture of gratitude. I chose to use Metahuman for the production.
First, import the Metahuman into the Unreal Engine (UE) scene. In the blank scene, I only set up a simple plane, a large light source, and two small light sources to illuminate the character.

I refer to the tutorial on metahuman animation production on the virtual engine official website







Touch designer example Canton Fair concept video
使用TouchDesigner可以创作什么样的作品?_哔哩哔哩_bilibili
Project related links
Surface capture motion capture general plan video
Bridge
- Introduction

- Reference

- Character development
- Storyboard




- Slide







About project 2
Submission Deadline:
By 3:00pm (15:00) BST on Thursday 15th June 2023
Portfolio of Work: A portfolio documenting the moving image and concept work produced for all
projects to include:
• Rendered projects 1 and 2. You will create and deliver a showreel of animation (30 – 120
seconds) which engages with fundamentals of computer animation techniques used in 3D
animation.
• Still images and/or video files of set workshop tasks. In the case of group work, you will need to
provide clear evidence of your contribution and engagement.
• Evidence of active and continuous engagement in discussions in course cohort and in your team.

Sessions with George: Advanced Body Mechanics
Rig – > https://friggingawesome.gumroad.com/l/mecha-mechs-proxy
Resource:PU002334YA22/23: Resources (copy) (copy) (copy) (copy) (copy) (arts.ac.uk)
Week 1 courses: How to approach your first blocking pass – Part I – YouTube
Why you should not block out your animation in step tangents – YouTube
Frame Limit: 120 – 240
frames IN 24FPS. No moving cameras for this shot. Keep focused on the character action and make sure it reads clearly. Avoid using constraints on this first shot.
- Draw thumbnails: Draw lots of small thumbnail sketches of poses from your found or personal reference to capture the essence of what will be happening in your shot.
- Video reference
